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The Grand Duchy of Britestalia

Sensei Fox

Eater of Goldfish Crackers
The Grand Duchy of Britestalia

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Population: 26,920

Capital: Storm

Ruler: Grand Duchess Firela Stilmyst Wang-Ling-1-750x400.jpg

Bio:
Britestalia was traditionally Elven land. However, after wars that spawned the Dranderan Empire drove countless demi-human races out of their homes it became a haven for survivors and the new home to the majority of demi-humans in Ceria. The elves have since departed for farther shores save for a few royal families and their courts that remained behind to protect the other demi-humans. Duke Osglold Stilmyst, the very elven king that opened his land as a sanctuary to other races has sadly, and suddenly, passed. Rumors of foul play and assassins from the Empire filled the wake of his passing, casting a shadow over his daughter Firela as she took the throne to become Grand Duchess of Britestalia. While she carries her father's royal blood and blessing, the Duchy is very much fractured by their late leaders passing.

The land itself is dotted with sparse purely elven architecture. Most of Britestalia's walled cities are now intertwined with many different forms of architecture from the other races, using every material from rough cut wood to polished and gilded marble. Storm, the capital city, is a shining example of Britestalia's melting pot. Large grasslands and wooded trails blanket the interior, while tall forests sit along the borders and transitioning into wetlands in the north. The glacier to the northeast supplies most of the rivers in the land, making them crystal clear and a bit cold. The land here is good, seemingly blessed by the gods and the fruits of the elves labor for centuries before.

The duchy is protected by small elven army, all of them descended from or part of the elves that remained in Ceria after the migration. By the decree of Osglold, any elf can be called and pressed into service to defend Britestalia. The Duchy also boasts an irregular volunteer army with ranks filled by the other races, including humans, that call Britestalia home. Britestalia has remained neutral in all conflicts, even befoere the formation of the Dranderan Empire. Their army is exclusively to secure their borders and their sovereignty. Most internal matters that devolve into violence are solved by the employment of adventureres.

Britestalia is a haven for adventure. The wake of magic that the elves left behind and the nature of the land have spawned creatures perfect for budding adventurers and veterans alike. Many guilds host their home base in Britestalia, recruiting and organizing their constituents across the land. Smaller towns are almost always in need of an adventurer of some form, encouraging the profession.

Notable People:
Firela Stilmyst: Newly crowned Grand Duchess of Britestalia. Her beauty and elagence is unmatched, even in the elven world. Her call to adventurers has set the world of Ceria on the edge of its seat.
Qiric Tradan: Captain of the elven royal guard. Known as brilliant military leader and was kept as a close personal confidant to the late elven king.
Bardin Dulbrek: Dwarven commander of the Britestalia's volunteer forces. Often at odds with Qiric although with a healthy amount of comradery.
Calcifer: Court wizard to the late elven king and the newly crowned duchess. Human but with an unusual lifespan and youthfulness.
Orlen Mantix: Guildmaster for the Heroes Guild. A gnome wise past the long years he's lived.
Liana Silxina: Guildmaster for the Order of Dawn. An elven prodigy of magic known for her work as an adventurer in her younger years fighting an ice dragon in the north of Britestalia.

Local Legends:
Some adventurers and scholars claim that the ancient tombs and temples of the elves still house secrets and great power that have yet to be discovered. Some great heroes claim to have retrieved their weapons and blessings from deep within old elven ruins, but almost always at great peril.

A great white stag wanders the tall forests that border Britestalia, guarding the forest and the home of the elves from those that wish ill upon the land. The stag is regarded almost as a deity and is sometimes theorized to be one of the three angels of legend in disguise if not one of her children.

Rumors that Firela spent an unusual amount of time communicating with and seeing a Ghoslandic prince have ciruclated in the kingdom, even before her fathers passing.
 
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The Protectorate of Lihamland

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Population: 60,088

Capital: Liham

Ruler: Lord Alfred Liham 43f1b790d4ec1c6dab730b8cce3c2d36db403e93r1-1264-701v2_00.jpg

Bio:
Lihamland was once made up of several small kingdoms belonging to demihumans. Halflings, dwarves, gnomes, and any number demi-humans called the land their home, each living under their small kingdoms banners. As the Dranderan Empire rose and flexed their military superiority, the small kingdoms of demihumans began to fall as they were driven further south and west. Only a coalition of dwarves and gnomes were able to stop the advance of the Dranderan armies, but at great cost. To the west , the high elven king Osglold offered salvation in his lands to the demi-humans. As the people in this fractured land fled, the dwarves and gnomes fought the bloodiest conflict the Dranderan Empire had ever engaged in. The gnomes gave nearly all they had, a proud people that were inexplicably connected to the land. They fought on the front lines, bringing all they had to bare in their tamed beasts and ancient magics to slow the advance and harrass Dranderan forces. They were all but wiped out, fighting to the last man and making gnomes a rare sight in the world now. The dwarves held strong in their mountain fortresses, using their labrynthian mines and cannons atop high sturdy walls to defy the insurmountable odds. Sieges lasted nearly decades, finally ending only when the Dranderan empire had leveled the mountains entirely and sealed away the underground structures of the dwarves permenantly. By this time Dralahnorm Greatheart, last of the dwarven kings, had completed his mission. All who could have evacuated to Britestalia had done so. Along with the Gnome council, Dralahnorm conceded defeat and submitted to execution.

Lihamland was born after unifying the territories. Fearing a resurgence of bloody battles from demi-humans, the Dranderan Empire named Lihamland a protectorate of the empire. Those still still living in the land were allowed to rebuild, owing their allegiance to the empire from then onward. Humans began to occupy and build cities, allowing demi-humans to live in limited districts and work in the port cities. Those outside the port cities were often pushed to slavery and distributed to labor within the empire.

Lihamland today is a major trade hub, owing to the port cities and road built across the land after Dranderan occupation. Lord Alfred Liham manages the land and is regarded as fairer than average steward, especially among demi-humans. The protectorate in not allowed any formal army, drawing its martial strength from the empire exclusively. The lord is, however, allowed to hire adventurers and mercenaries to take care of matters within the territory as needed. Particularly matters dealing with the feral beasts left behind by the gnomes or the goblins that have found their way out of the remnants of the mountains.

Most cities are along the coast, becoming more and more sparse toward the north. Small remnants of forests still dot the landscape but mostly rolling hills dominate. Grass and flowers cover these hills now, betraying the fact that they were mostly created by a war torn landscape. In the north, the hills become rocky and sometimes barren stretches of gravel, sand, and dirt. These were previously the dwarven mountains, now brought low. Caves and small canyons still exist here, offering home to goblins and ancient dwarven ruins that surface from time to time. There are no castles or high walls in Lihamland. Dranderan outposts and armies march through the land regularly, patrolling borders and close watch on conquered lands. Lihamland is known for their ports and trade, especially in the capital city Liham. Liham boasts a market that almost rivals that of those within imperial cities.

Notable People:
Alfred Liham: Lord of Lihamland. Unusually kind to demi-humans despite his ancestors but still firmly under the control of the Dranderan Empire.
Stanvarth Woodriver: Commander of Dranderan Empire forces in Lihamland. Notably unkind to demi-humans and adventurers.
Thelmund Gremnyl: Leader of the merchants guilds. An old dwarf with a bad temper and an eye for business.

Local Legends:
The ancient ruins of dwarven cities and mines are said to contain treasures and loot that would appeal to even the most discerning adventurers. These ruins and mines are also known to contain twisted horrors from the underdark and remnants of traps set by dwarves long passed, posing great risk to any that venture inside.

Whispers of rebellion and freedom carry on the wind in Lihamland. Alfred Liham is known to be unusually kind to demi-humans in his realm and some say he means to break free from the control of the Dranderan Empire.

Pirates have been spotted and noted as terrorizing vessels around the ports. Its unclear whether these are wayward adventurers or irregulars in the employ of other kingdoms.

Old dwarves whisper curses in quiet corners of taverns about the mother of all dragons that sleeps deep underground, a being so powerful it could raze all of Ceria if awakened.
 
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The Grand Duchy of Grirewalia

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Population: 22,142

Capital: Weshear

Ruler: Mother Cararinn Midhan dcfa878d2ab77cef9097f66a41081bec.png

Bio:
Grirewalia is unique in many ways, starting with governance and culture. The north is dominated by grasslands and wild human tribes. These plains are also home to bandits as well as other small settlements that hardly last due to constant raids. The Grand Path, the road linking all of Ceria's different territories together, is a major target of opportunity for those that would rather live off the land and what they can take from others here.

To the south, with The Grand Path acting almost as a border, is a dense deciduous rainforest. Here, the governance and civilization of Grirewalia resides. The cities are typically built with the flow of nature due to the druidic nature of the people. The people of Grirewalia proper are very private, rarely welcoming outsiders to their forested homes. Moreso, Grirewalia is a matriarchy under the direction of the head of the druidic council of elders known as Mother. Mother in turn communes with nature and its will.

Most visitors to Grirewalia will only see Weshear, typically arriving and leaving by boat as guides through the dense forests are rare and expensive. Those that return note the very strict adherance to custom and tradition, even that it was imposed upon visitors with no leniency. Stories and rumors of adventurers speaking out of turn and being locked away or being careless with their surroundings and meeting a terrible fate are common. By and large, the land is a mystery to outsiders.

Notable People:
Cararinn Midhan: Leader of the civilized people of Grirewalia. Rarely seen. rumored to be an elf but also theorized to be an ancient forest spirit.

Local Legends:
The spirits of lost travelers and ancient beings still wander the forests, some guiding visitors to safety and other leading unsuspecting and desperate adventurers to unfortunate ends.

A tsunami has recently hit the southern tip of Grirewalia, revealing ancient temples dedicated to unknown deities in the ruined forests.
 
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The Dranderan Empire

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Population: 241,960

Capital: Harkald

Ruler: Emperor Gridgan Glosk Dranderan Barbarian_by_Daniel_Kamarudin_grande.jpg

Bio:
The conquering men from the north, once hailed as barbarians, built the Dranderan empire through bloody conquest. Their campaign started in the far north, uniting the tribes under one ruler and eventually descending from the harsh landscape upon the other kingdoms of Ceria. They hold true the belief of their superiority, especially in violence. While emperor Dranderan passed long ago, his lineage continues to reign by crushing might alone. The empire once spanned from the northernmost reaches of Ceria to its southern seas, subjugating its neighbors at it marched and carved out its territory. However, ancient Dranderan tribal law has caused a divide in the empire. By this law, defeating the head of the tribe in combat one could take take power for themselves. Gridgan's brother, Dilvun, undertook the challenge and defeated his brother. With Gridgan refusing to concede defeat and rule over the empire, civil war soon followed.

The empire is now split. The mountain passes divide the loyalists of the Dranderan Empire from the newly formed Mihandian Empire, leaving the loyalists in their vast tundras and taigas. Conflicts are frequent , often spilling over into other territories as the empires fight for supremacy. The Dranderan Empire denounces the leniency and friendliness that the Mihandian separatists offer to demi-humans. Recently, the Dranderan armies have resorted to more traditional and tribal means of combat, pillaging and raiding traders and small villages throughout Ceria. Dranderan forces have even been known to be hostile to adventurers, seeing them as weak and unworthy of their banner.

The more northern Dranderan cities are carved out of mountains, their extremely high walls pure solid stone. Their buildings and watchtowers tower over everything. Conquered and less developed areas are often dominated by watchtowers and outposts as well. Paths are well beaten, constantly being tread as armies march to conquer and secure more land and resources for the grand cities and the capital.

Notable People:
Gridgan Glosk Dranderan: Warrior king of the north and emperor of the Dranderan Empire.
Valcon Jesirgen: Captain of the imperial guard.
Fram Hillaxe: General of the imperial army.

Local Legends:
Reports of cults and tribal rituals around the empire have increased tenfold. Travelers tell tales of heroes emitting strange auras and dark beings stalking the shadows of the land.

Despite strong propaganda, the might of the imperial army is having great difficulty taking back their southern lands and maintaining control of their protectorates.

Barbarian tribes are reportedly constantly warring for supremacy and eventually for the throne, only to be truck down. The notable exception is Dilvun Dranderan who defeated his brother, Gridgan, in combat and has claim to the imperial throne.
 
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The Mihandian Empire

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Population: 178,274

Capital: Raven

Ruler: Dilvun Loth Dranderan 96e3c3661bf62467d1f1bf055eaee1b9.jpg

Bio:
The Mihandian Empire was once known as the old world. Humans began here, eventually spreading throughout Ceria. The castles and cities built in those ancient times often still stand today, expanded and repaired by generations. Old forests, rolling hills, lush fields, valleys, even mountains and glaciers are contained within the territory of the Mihandian Empire. Rebuilding efforts have doubled since the split from the north, focusing on walled cities and bringing smaller settlements into the folds with larger cities. While most of the nation accepts Dilvun as their ruler, but even so there are hold outs.

Recently, Dilvun has opened up contracts to adventurers. Positions as officers in his army as well as special teams to gather supplies, artifacts, or protect settlements are in good supply across the Mihanidan lands. Dilvun is even accepting those that would act as emissaries to other nations and rally allies under his banner. Some call is desperation, but rumors of searching out the occult have surfaced. Guilds and busy taverns, alike whisper of summoned demons and spectres roaming the lands sowing destruction.

Notable People:
Dilvun Loth Dranderan: Disputed ruler of the Mihandian Empire.
Bazan Blazewinds: General of the Mihandian separatist army.
Igral Budrun: Guildmaster of the Iron Guard. She was once a Dranderan general and previously betrothed to Gridgan Dranderan

Local Legends:
Similar to the stories of darkness filled heroes and twisted demonic beings talking the shadows of the Dranderan territories, the Mihandian Empire is gripped by the stories of demons and horrible powers ripping apart small settlements and groups of adventurers.

There is dissent within the Mihandian borders, some towns refuse to accept Dilvun as their ruler and remain loyal to the Dranderan Empire.

There are some abandoned castles and estates that back to ancient times dotting the land. Villagers rumor that they are cursed or harbor all manor of monsters and bandits on their grounds.
 
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The Ghoslandic Theocracy

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Population: 126,923

Capital: Ghost

Ruler: High Priest Dezic Cohum 0d3dcbc5229416af4c1f3fc309ffc235.jpg

Bio:
Ghoslandia is nation that feels almost otherworldly. Here, it was said that the angels first set foot on Ceria. The theocratic governance of Ghoslandia believes in the three angels, sent by the divine creator of Ceria known as Atar, and that they watch over and guard Ceria. The Angels choose when a new high priest is chosen and who that individual will be. The current high priest appears to be quite young despite reigning for more than 50 years. A gift from the divine, as some rumor it. According to faith, anyone with a devout soul can be chosen. As such, much of the nation is very devout, adhering to church commandments whole heartedly. Magic within Ghoslandia is prohibited unless it comes from a divine source, most of which are closely guarded by the church.

However, there are those that dissent, mainly in terms of magic. Those that practice magic not approved by the church or look to other powers are branded as witches, trouble makers, criminals, and the like. Punishment for such a crime is public execution. It's not uncommon to see knights engaging in fights with supposed witches and dissenters in the major cities. In smaller settlements, small teams of inquisitors maintain the churches power outside city walls.

The landscape is dotted with low forests hosting all kinds of herbs, fungus, and unique plant life. Major cities are centered around large ornate churches. The city built around the churches can vary from a grand holy city to shanty towns that give all their wealth to the church.

Notable People:
Dezic Cohum: High Priest and leader of the church of Ghoslandia. Unusually young looking for being more than 75 years old.
Maffet Frolo: High inquisitor of the church of Ghoslandia. Notable for being unusually cruel to those he deems as non-believers and credited with current hunt for witches.
Bredrom Main: Commander of the holy knights of Ghoslandia.
Fremnik Ghosland: Brother of Dezic and seat of the royal family of Ghoslandia.
Renee Kiki: Notoriously wanted witch.

Local Legends:
The churches inquisition often leads to bloody trails and burned villages across Ghoslandia, creating dissent outside of major cities.

The prince of the Ghosland family, Fremnik, has been noted as taking frequent trips to Britestalia and writing letters to the young duchess for several years.

The churches wealth has grown exponentially over the years, filling its coffers both form Dranderan support and from the tithes of its people. Some accuse the church of extortion, corruption, and treason.
 
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The Protectorate of Bara

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Population: 89,734

Capital: Bara

Ruler: Lord Brorverk Stagroot 9180-1124118021 (1).jpg

Bio:
Bara was once part of Goslandia, but was given to the Dranderan Empire in exhange for continued sovereignty. The lands rich resources and beautiful coastline were impossible to resist. With the empire taking over, the land was divided up in small parcels and given over to wealthy families and nobles in the Empire. Some especially wealthy families from other nations also acquired land in Bara. Vineyards, lush fields of flowers, and resorts are spaced well on the landscape of Bara. This beauty attracts many nobles and tourists alike.

However, behind the front of noble, high class life hides an ugly secret. In Bara, demi-humans are treated as animals. Any demi-human on Bara's soil is owned by someone and put to work. Those that resist receive harsh punishment. There are several mines and quarries, all gathering materials to supply lavish lifestyles in Bara and to other nobles across. Some murmurs even accuse the church of Ghoslandia of reaping the rewards of enslaved demi-humans in Bara.

Notable People:

Local Legends:
 
Magic
Magic is intertwined in the lives of all people that live within Ceria. Anyone can use magic innately. Most spells are tied to the life force of the caster and the world around them. Simple manipulation spells such as conjuring a small flame to light a candle take little effort. Projecting that same fire at a target causes more strain on one's life force, but not so much that a few small skirmishes would exhaust ones reserves. Projecting a constant stream or effecting a large area can drain a caster quickly, regulating such spells to once or twice being used in a fight. Of course, those that are adept or take the time to study can push normal limitations, often these casters are adventurers or higher up pillars of the community.

A casters magic prowess can be increased from birth, winning a genetic lottery that offers them enhanced talents in certain fields of magic. One could be born with an affinity for healing, or with a natural specialty or earth manipulation. Owing to their talents, these casters would master and offer their services in these magic fields to hospitals and small agricultural towns. Their ability to use basic spells is unchanged, only gaining enhancements in their specialties.

Others may choose to study magic to enhance their skills. Libraries and guilds will often take in those that wish to learn the finer arts of magic, practicing and learning different forms of manipulations to common and even advanced spells. With practice and concentration, casting constant streams of magic can be no more draining than manipulating a small candle flame. Those that study the arts are considered to be mages by trade, usually encompassing a knowledge of general magics past that of normal folk and in a more broad spectrum than prodigies.

Adventurers can be prodigies or mages, while others rely on magic items to enhance their innate talents. Still others will seek the divine blessing or contracts with spirits or higher powers. It is not uncommon for some to wander into the Grirewalian forests seeking the blessings of nature spirits or old deities. These types of casters are rare, but powerful. Often times, these casters will become great champions for their great abilities drawn from their sometimes dangerous patron. Using magic in this way is always a risk, allowing the spirit or patron that supplies the magic to slowly take over the casters form if they wish it.

Summoned heroes are unique, taking elements from many types of casters. Their magic is innate, usually following a theme or elemental guide. They can learn from any school or source to add to their knowledge and mastery. Some heroes are even fused with spirits and patrons at their summoning, affording them a wealth of magical power. The bounds of magic are seemingly limitless to summoned heroes, with those that practice frequently and maintain a proper fortitude boasting the power to seemingly shift the tides of history at their will.
 
Races
Humans:
Humans are by far the most common and widespread race in Ceria. They dominate nearly every kingdom and heavily influence the history around them. They are adaptable and diverse, containing great warriors, wizards, heroes, villains, and quite a lot of normal folk. Humans have access to magic, though not as innately as some other races. Despite this, they can survive and prosper in most conditions.

Dwarves:
Dwarves once resided mainly in the mountains that once covered Lihamland. Since the Dranderan conquests that brought about the empire, the dwarven mountains have been leveled and their people significantly decreased in number. Dwarves still live in Britestalia and even in Lihamland, with the latter often preferring a life on the seas to that on land. Many Lihamland dwarves still feel the loss of their ancestral mountain homes deeply, using a life at sea in one of many port towns as an escape from the crushing oppression ashore. Still, dwarves are known for their stonework and craftsmanship. Old traditions are kept alive and well even at sea.

Gnomes:
The Gnomes were once a proud people, regarded and respected as some of the greatest minds in Ceria. They lived with the flow of nature, taming beasts that would otherwise have devoured even human and dwarven cities. They made homes in great, tall, ancient trees and developed the land with their strong connection to natural magics. Scholars and tinkerers worked hand in hand to create many of the tools and technologies still used across Ceria including roads and farming equipment. Even the dwarves partially owe their cannons and intricate mechanical devices to the gnomes. However, a gnome is a rare sight in Ceria, living typically as a nomadic people. War with the early Dranderan Empire has left only a handful of gnomish families on Ceria. Faunus are typically looked down upon by humans.

Elves:
Elves once occupied Britestalia exclusively. They were a very private people, living their extended life spans in peace with each other. Their architecture and craftsmanship were regarded as almost godlike by those rare visitors to the land. As the Dranderan Empire swept over Ceria, the kingdom of the elves changed drastically. King Osglold felt sympathy for the other demi-human races, opening his land to them and providing sactuary. The majority of the elves disagreed with the old king, departing from Ceria entirely to lands unknown to any but the elves themselves. Still, the elves that remained did their best to accomodate the other demi-humans. Their affinity for light and healing magics made them very important to those fleeing from war torn lands.

Faunus:
A very common type of demi-human are the faunus, appearing almost entirely human save for a prominent animal feature or two. Often times these features manifest as ears, tails, claws, sometimes even fur and feathers. The faunus have no nation of their own, previously residing in small groups in Lihamland. The majority of Faunus now reside in Britestalia and Bara, the latter group being an enslaved people.
 
Gods and Deities
It is widely accepted that Atar created Ceria and allowed the humans and demi-humans to live on the land. He is regarded as a formless being, purely made of light and knowledge. Because of this, Atar gifted Ceria with three angels of his own creation. Each angel embodied part of his being, being tasked with protecting and overseeing the land. In ancient times, it was said that the angels helped build the first civilizations and maintained peace between the races. The angels or the presence of Atar have not been observed in Ceria for quite some time. Some say the angels departed with the elves when the Dranderan Empire rose to power. Others claimed they abandoned the land long before.

Seren:
The angel of peace and light was known as Seren. She looked after the elves closely, offering her image to them and creating the elegance elves are known for. While she favored the elves, her grace extended to all races. Her light drove away the monsters and darkness of the land, allowing the first civilizations to break ground safely and become what they are today. She is regarded as the eldest of the 3 angels, and the wisest. She is even rumored to be able to grant life, and often times luck, with a simple raising of her finger. She is identified by long golden hair, flowing whispy robes, and an ethereal presence.

Iren:
First sister to Seren, Iren was given charge of the lands and seas. Her domain rested in directing the weather, seasons, and the development of the lands to best suit the races living on them. Farmers, hunters, sailors, and travelers all still ask for Iren's blessing. The dwarves especially revere Iren who first opened up the caves of the mountains to them and revealed the bounty inside. Iren is typically depicted with braided, dark brown hair and wearing a travelers garb, easily mistaken for a common woman if not for her ethereal beauty and wings.

Erus:
The final and youngest of the three angels is Erus. Erus was tasked with protecting the land and ensuring the races could defend against the monsters that roam it. Erus brought divine wrath upon those monsters and beings that would disturb the races of Ceria, clearing away the ancient dragons and even demons that would terrorize the land. Humans took to Erus more than the others, taking her teachings in combat to heart. Some speculate that this favor created the barbarian tribes and warrior kings that created the wild north and old kingdoms of hte south respectively. Erus was reportedly the first angel to disappear from Ceria, her tears creating the glaciers of the land as she watched the other races use her gifts and knowledge against each other. Erus is typically depicted with fiery red hair, wearing a mix of different armors and wielding her holy sword always thrust forward.

Demons:
Ceria is not without the presence of evil. The land was once filled with demons, terrorizing the less powerful species and corrupting all in their path. The demon corruption is responsible for the dragons, goblins, and other innately evil creatures that still remain in Ceria despite their demonic creators being driven out. Legends detail seven great demon lords that controlled Ceria long ago. The demon lords all answered to one only referred to as The Darkness, whos form was as dark and twisted as Atar's was full of light and benevolence. Demons have long since been banished, but rumors of their return to the battlefields of civil war between the two empires have surfaced across Ceria.
 
Monsters and Guilds
Ceria is full of monsters. Creatures that exhibit intelligence or innately malicious/violent behavior are typically designated at monsters. These can include unnatural aberrations like evil spirits, mutated creatures, slimes, and rogue constructs. Others can be classified as wild warlike races like goblins and orcs. Ancient terrors like dragons and other large beasts are still rumored to surface from time to time in the wilds of Ceria. Typically, it is the profession of adventurers to fight these monsters on guild contracts or to fulfill their own personal quests.

Guilds
Guilds are all over Ceria, ranging from large far reaching guilds that offer contracts and recruitment all over Ceria to small taverns that offer a membership for first crack at local rumors. Ceria has four major guilds.

Heroes Guild:
By far the most well known and widespread guild in Ceria. The Heroes Guild is know for their numerous contracted heroes, both summoned and self made. The guild accepts all members that are willing to prove themselves. Mages, warrior, rangers, and any other class of hero are welcome and encouraged. Adventurers in this guild typically form parties to take on contracts, combining their talents to accomplish their goals and splitting the rewards. There are some solo heroes that accept contracts with the guild, carving out their piece of history with their exceptional talents. The guild maintains guild halls and meeting spaces in every capital city except for in Grirewalia, where they have a nomadic outpost in the grasslands as a halfway point for travelers and adventurers.

Iron Guard:
The Iron Guard was created by hardened veterans of the Dranderan Empire and other nations that fought in conflicts. It is known mainly as a warrior's guild, owing no allegiance to any nation or ruler. The physical strength of the guild is second to none. Often, members of the Iron Guard are hired as escorts and bodyguards. Their code of honor before wealth and death before disgrace has made them a well respected guild, even to those that would make enemies of them. Their base of operations is in the Mihandian Empire's capital city, although they have smaller guild halls in Britestalia, Lihamland, and the Dranderan Empire.

Order of Dawn:
The Order of Dawn contains the most concentrated gathering of magical prowess in Ceria. Adventurers that join the guild study magic and apply their natural talents to become great sorcerers, wizards, healers, and other magic casters. Their talents lend to fighting monsters as well as they lend to assisting small villages and towns in building or rebuilding their settlements. It is not uncommon to receive a request to assist a village experiencing a dry season in using magic to water their crops. In that same vein, it is not uncommon for a mage with the guild negotiate and sometimes fight the angered nature spirit cursing the farmlands. The individuals in this guild are talented to say the least. The guild is based in Britestalia, with smaller halls and libraries in Lihamland.

The Beholden:
The Beholden are unique in their acceptance of members. The group is often considered to be a subsect of the church in Ghoslandia. Those that were too violent or wild to be tamed and brought into the clergy are pressed into service with The Beholden. Similar to the clergy, guild members practice light magics and healing spells mostly. There are quite a few warriors among them as well, each possessing a very refined fighting skill. Members of The Beholden are known to accompany inquisitors into the less developed parts of Ghoslandia to assist in their work. Others are known to strike out their own path, wandering from town to town offering their services for meager coin. The Beholden is based exclusively in Ghoslandia, typically meeting in the churches.
 

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